* (bug 3018) Should not reset CVAR_CHEAT cvars when loading cgame/ui if they

are being loaded to play a demo.  This restores the normal
             "timedemo" cvar behaviour.
* (bug 3054) The "demo" command works properly now when connected to
             the local server
This commit is contained in:
Tony J. White = 2007-04-05 15:26:15 +00:00
parent de364863be
commit b5bf1280c1
4 changed files with 6 additions and 4 deletions

View file

@ -747,7 +747,7 @@ void CL_InitCGame( void ) {
VM_Call( cgvm, CG_INIT, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum );
// reset any CVAR_CHEAT cvars registered by cgame
if ( !cl_connectedToCheatServer )
if ( !clc.demoplaying && !cl_connectedToCheatServer )
Cvar_SetCheatState();
// we will send a usercmd this frame, which

View file

@ -508,7 +508,8 @@ void CL_PlayDemo_f( void ) {
}
// make sure a local server is killed
Cvar_Set( "sv_killserver", "1" );
// 2 means don't force disconnect of local client
Cvar_Set( "sv_killserver", "2" );
CL_Disconnect( qtrue );

View file

@ -1173,7 +1173,7 @@ void CL_InitUI( void ) {
}
// reset any CVAR_CHEAT cvars registered by ui
if ( !cl_connectedToCheatServer )
if ( !clc.demoplaying && !cl_connectedToCheatServer )
Cvar_SetCheatState();
}

View file

@ -747,6 +747,7 @@ void SV_Shutdown( char *finalmsg ) {
Com_Printf( "---------------------------\n" );
// disconnect any local clients
CL_Disconnect( qfalse );
if( sv_killserver->integer != 2 )
CL_Disconnect( qfalse );
}